Indonesian citizens are still low. Where in the current
digital era the value to be upheld is tolerance and care
for others or specifically is the digital etiquette.
Based on the explanation above, the current
digital era makes young citizens to form a new culture
so that the rules and norms of cyberspace is unclear,
this is in accordance with what was disclosed by
Fostering (2016) that young citizens in the digital era
with unclear norms required a clear norm for digital
citizens. This means that the virtual world has risk
content, conduct and contact. According to research
by Machfiroh (2016), 75% of junior high school kids
have seen pornographic content, 93% do not bother to
download or share music illegally. This is in
accordance with Fostering (2016) that 89% of young
people in the US do not bother to download music
illegally. Risk conduct is related to cyberbullying. In
Indonesia, according to research results by Djuwita
Soesetio (2005), bullying is increasing through social
media. Meanwhile, in Europe, Australia, US, Korea
and Japan, cyberbullying is occurring in about 10 to
40 percent. In the terms of risk contact, it turns out
that currently in Indonesia, there are many hoax news
that are difficult to find the truth. Therefore, it is not
only the protective measures for network security that
are needed for young digital citizens but it is also need
a model of teaching for young people or digital
citizenship education as a necessity in the digital era.
Indonesian citizens with a total population of 290
million people, it turns out internet users as much as
51.5%. That is, it is a great potential in developing
Indonesian citizens in the digital era. Based on the
results of research by Machfiroh (2016) indicates that
junior high school students in the city of Bandung, for
85% are using mobile phones. APJII research in 2016
shows that 18.4% of internet users are aged of 10-24
years old on Java Island. In the United States PEW
research results that 75% of kids have smartphones
aged 12-17 years old (Buckingham, 2000) Currently,
parents or teachers are firstly prior experiencing
gadgets addiction. Children who do not get enough
parenting acts due to parents who get addicted to
digital device, the child can grow with negative
emotions and cannot control sadness, anxiety or even
anger well. Developed countries already limited the
use of mobile phones for children such as Germany
and Finland. This is in accordance with the results of
research of Buckingham (2000) that many children
lose their childhood due to consuming too much
electronic media, in the form of adult material so that
children quickly become adults.
The results of a survey conducted by Google in
2015 (APJII, 2016), said that currently Indonesia is in
the third rank of the world in accessing pornographic
websites, not to mention other forms of crime in the
form of humiliation and defamation, online fraud,
hacking and cracking and other forms of crime.
Starting from 2008 to 2014, it has been recorded that
most people violate in the realm of communication
skills namely defamation as 92% through digital
media. Prior to the revision of Law No.11 of 2016 on
Information and Electronic Transactions, conditions
in Indonesia need to be upgraded in law enforcement,
71% of law violations cases are regarding electronic
transactions, only 13% were found guilty, and the rest
with 23% are unclear of legal settlement. However,
after Law No.11 of 2016 on Information and
Electronic Transactions is passed, more and more
people who report cases related to misuse of
Information and Electronic Transactions. Based on
the researchers' analysis of the cases above,
Indonesian citizens have not been strong in the
competence of digital citizens related to digital
etiquette. So, it is required a teaching model or digital
citizenship education for young people/young citizen.
This is in line with Fostering (2016) opinion that in
the digital era, the most important for young citizens
is to teach them about digital literacy and digital
etiquette. The difference in this study is more
emphasizing about how is the model education for
digital etiquette specifically for Indonesia. Different
with research results of Ribble and Bailey (2007) in
schools in improving the ability to manage and
monitor the behavior in using technology, which
contained security, ethics, norm, and culture for
students that can be done through 9 elements. In
contrast to this research, researchers will further
examine the digital etiquette. This is based on
research results, which the number of people
reporting legal crimes through the digital world is
always increasing. Citizen competence in the digital
world required etiquette, because this digital
technology is fast, has no space and time limit and
easy. That is, citizen ethics is not only in the real
world, but it is also required in cyberspace. What is
ethics likes in cyberspace? So, how is the teaching
ethic? The education model about ethics and etiquette
in the digital era for citizens, especially in the context
of Indonesia is needed to prepare and keep young
Indonesian citizens sticking to the norms and ethics
of Indonesian culture that is the value of Pancasila.
The benefit of this study is to provide learning
solutions in the digital era related ethics and etiquette.
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